사용자:Logarithm/World 8(r4)
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![]() World 8 Hexagons | ||
![]() | ||
| Release Date | ||
July 31, 2019(v1.3.0) | ||
| Introduced Pattern(s) | ||
Hexagons | ||
| Category | ||
Set level, Set 2 | ||
| Number of Tutorials | ||
8 | ||
| Unlock Condition(s) | ||
Complete World 6 (PC) Complete World 5 (Mobile) | ||
| Related Achievements | | Planet Color Rewarded | |
● Dark Green (#004028) ● Olive (#547141) | ||
1. Overview [편집]
This article describes World 8, the second level of Set 2 among the official levels in A Dance of Fire and Ice.
2. Features [편집]
Alongside World 5, this world primarily consists of patterns based on triplet swing rhythms. It also marks the first appearance of the hexagon pattern, in which the triplet rhythm introduced in World 4 appears twice consecutively at double speed.
Complex swing patterns that may seem difficult to interpret at first are distributed throughout the level, and the overall speed is significantly faster compared to previous worlds. As a result, there are as many as eight tutorials dedicated to helping players develop a proper sense of rhythm.
Despite this, the faster speed and more demanding swing rhythms still make this world noticeably more difficult than World 7. However, players who have successfully cleared the Speed Trial in World 5 should find the overall pattern structure familiar, as it does not differ significantly.
This is also the first official world to feature camera lock and repositioning effects, as well as path appearance and disappearance animations.
Notably, following the release of this world, the editor introduced several new visual effect events, including path color settings and flash effects. This world can be considered a milestone that effectively introduced the concept of “effects” to ADOFAI, which lacked visual effect elements.
Additionally, this is the only official world in Set 2 whose main level features an original track composed internally by 7th Beat Games rather than an outsourced track. As of now, it also remains the most recent instance of such a track being used in an official world.
Complex swing patterns that may seem difficult to interpret at first are distributed throughout the level, and the overall speed is significantly faster compared to previous worlds. As a result, there are as many as eight tutorials dedicated to helping players develop a proper sense of rhythm.
Despite this, the faster speed and more demanding swing rhythms still make this world noticeably more difficult than World 7. However, players who have successfully cleared the Speed Trial in World 5 should find the overall pattern structure familiar, as it does not differ significantly.
This is also the first official world to feature camera lock and repositioning effects, as well as path appearance and disappearance animations.
Notably, following the release of this world, the editor introduced several new visual effect events, including path color settings and flash effects. This world can be considered a milestone that effectively introduced the concept of “effects” to ADOFAI, which lacked visual effect elements.
Additionally, this is the only official world in Set 2 whose main level features an original track composed internally by 7th Beat Games rather than an outsourced track. As of now, it also remains the most recent instance of such a track being used in an official world.
3. Tutorials [편집]
3.1. 8-1 Remember Skewed Steps? [편집]
8-1 Remember Skewed Steps? | |||||
BPM | 130 | ||||
Tile Count | 17 | ||||
Pattern Introduced | 길게 이어지는 120° 위로 경사진 길 | ||||
The sloped path introduced in World 5 is extended significantly in this tutorial. It can essentially be viewed as the offbeat patterns from World 2 adapted into a triplet-based swing rhythm.
The rhythm can be expressed as follows:
■□■|□□■|□□■|□□■|□□■|□□□|■□□|■□□
The rhythm can be expressed as follows:
■□■|□□■|□□■|□□■|□□■|□□□|■□□|■□□
3.2. 8-2 Skewed Loop Climb [편집]
8-2 Skewed Loop Climb | |||||
BPM | 130 | ||||
Tile Count | 31 | ||||
Pattern Introduced | 경사진 길 위 마름모꼴 모양의 스윙 | ||||
A diamond-shaped path has been added on top of the sloped path from the previous tutorial. 120°–60° swing rhythms will appear starting from this tutorial level.
The rhythm can be expressed as follows:
■□■|□□■|□□■|□□■|□□■|□□■|□□■|■□■
The rhythm can be expressed as follows:
■□■|□□■|□□■|□□■|□□■|□□■|□□■|■□■
3.3. 8-3 Funky Break [편집]
8-3 Funky Break | |||||
BPM | 150 | ||||
Tile Count | 25 | ||||
Pattern Introduced | 300° 밑으로 꺾인 길 | ||||
While the overall pattern resembles that of the third tutorial from World 5—with the exception of a missing middle beat—the tempo is noticeably faster.
As a result, the rapid succession of 60° paths requires extra caution.
The rhythm can be expressed as follows:
■□□|□□■|■□□|■□□|□□■|■□□|■□□|■□□
As a result, the rapid succession of 60° paths requires extra caution.
The rhythm can be expressed as follows:
■□□|□□■|■□□|■□□|□□■|■□□|■□□|■□□
3.4. 8-4 Introducing Hexagons [편집]
8-4 Introducing Hexagons | ||||
BPM | 150 | |||
Tile Count | 36 | |||
Pattern Introduced | 반육각형, 육각형 | |||
This tutorial introduces the hexagon pattern for the first time. Although its shape differs, the actual rhythm is fundamentally the same as the triangular pattern from World 4.
The half-hexagon path corresponds to the triangle path from World 4 played at double speed, while the full hexagon is performed by repeating this input once more.
The rhythm can be expressed as follows:
Half-Hexagon
■□□|■□□|■□■|□■□|■□□|■□□|■□■|□■□
Hexagon
■□□|■□□|■□□|■□□|■□■|□■□|■□■|□■□
The half-hexagon path corresponds to the triangle path from World 4 played at double speed, while the full hexagon is performed by repeating this input once more.
The rhythm can be expressed as follows:
Half-Hexagon
■□□|■□□|■□■|□■□|■□□|■□□|■□■|□■□
Hexagon
■□□|■□□|■□□|■□□|■□■|□■□|■□■|□■□
3.5. 8-5 Square Wave [편집]
8-5 Square Wave | ||||
BPM | 155 | |||
Tile Count | 24 | |||
Pattern Introduced | 300° 밑으로 꺾인 길+120° 위로 길게 경사진 길 | |||
The downward path matches the rhythm of 5-3, and the upward path matches the rhythm of 5-2.
These two path types are combined sequentially and appear three times each.
The rhythm can be expressed as follows:
■□□|■□□|□□■|□□■|■□□|■□■|□□■|□□□
These two path types are combined sequentially and appear three times each.
The rhythm can be expressed as follows:
■□□|■□□|□□■|□□■|■□□|■□■|□□■|□□□
3.6. 8-6 The Sea Serpent [편집]
8-6 The Sea Serpent | ||||
BPM | 155 | |||
Tile Count | 25 | |||
Pattern Introduced | 300° 밑으로 꺾인 길+120° 위로 길게 경사진 길 | |||
While similar to the previous tutorial, the intermediate beat between the 300° downward bend and the extended 120° upward slope has been replaced with a beat from the 300° path.
The transition from the 300° path into the 120° sloped path occurs immediately, so which players should take note of it.
The rhythm can be expressed as follows:
■□□|■□□|□□■|□□■|□□■|■□■|□□■|□□□
The transition from the 300° path into the 120° sloped path occurs immediately, so which players should take note of it.
The rhythm can be expressed as follows:
■□□|■□□|□□■|□□■|□□■|■□■|□□■|□□□
3.7. 8-7 Saxophone [편집]
8-7 Saxophone | ||||
BPM | 160 | |||
Tile Count | 27 | |||
Pattern Introduced | 300° 밑으로 꺾인 길+마름모꼴 모양의 스윙 | |||
After an initial 300° downward bend, the diamond-shaped swing pattern introduced in Tutorial 2 appears three times consecutively on the sloped path.
Since the swing rhythm continues throughout the sloped path, players unfamiliar with the pattern may easily lose track of the beat.
The rhythm can be expressed as follows:
■□□|□□■|□□■|■□□|((■□■|□□■|□□■|■□■|))x3|■□■|□□■|□□■|□□□|■□□
Since the swing rhythm continues throughout the sloped path, players unfamiliar with the pattern may easily lose track of the beat.
The rhythm can be expressed as follows:
■□□|□□■|□□■|■□□|((■□■|□□■|□□■|■□■|))x3|■□■|□□■|□□■|□□□|■□□
3.8. 8-8 Heaxagon Hill [편집]
8-8 Hexagon Hill | ||||
BPM | 160 | |||
Tile Count | 26 | |||
Pattern Introduced | 경사진 길 위 육각형 | |||
In this tutorial, the diamond-shaped path from the previous tutorial is replaced with a hexagon path placed along the sloped path.
When entering the hexagon path from the slope, inputs must begin from the second beat in triplet timing, which may feel unintuitive at first.
Especially, the final hexagon requires two consecutive on-beat inputs immediately after the sloped path ends. As this pattern reappears as the final section of the main level, it is a common failure point for first-time players. Extra caution is advised.
The rhythm can be expressed as follows:
((■□■|□□■|□□■|□□■|□□■|□■□|■□■|□■□|))x3|■□□|■□□
When entering the hexagon path from the slope, inputs must begin from the second beat in triplet timing, which may feel unintuitive at first.
Especially, the final hexagon requires two consecutive on-beat inputs immediately after the sloped path ends. As this pattern reappears as the final section of the main level, it is a common failure point for first-time players. Extra caution is advised.
The rhythm can be expressed as follows:
((■□■|□□■|□□■|□□■|□□■|□■□|■□■|□■□|))x3|■□□|■□□
4. 8-X Jungle City [편집]
| Level Information | |||||||||||
Track Length 1:27 | Tile Count 318 | ||||||||||
| Key Patterns | |||||||||||
| Difficulty | |||||||||||
ADOFAI.gg | TUF ![]() | ||||||||||
| Links | |||||||||||
The main level of World 8.
As the level is fundamentally built upon triplet-based swing rhythms, players unfamiliar with triplets may find it particularly challenging. In addition, the increased BPM of 200—significantly faster than in the tutorials—makes this level especially difficult for players who have only just cleared World 7.
During gameplay, the background initially displays a cityscape, followed midway by a transition into a dense forest environment. Neon signs on the buildings flicker on and off in sync with the beat. Upon entering the hexagon path, the camera becomes fixed at a single point for the first time. Later, during sections featuring consecutive patterns from Tutorials 5 and 6, path appearance and disappearance animations are also introduced. The entire path is not visible during progression, which causes confusion during first trial. However, the patterns match those shown in the tutorials exactly, allowing it straightforward once recognized.
In the final section, the camera shifts slightly up and to the right as the player climbs a sloped path. The patterns from Tutorials 7 and 8 appear consecutively toward the end of the level, and losing concentration will likely result in losing track of the beat.
The Speed Trial aim is x1.2, increasing the base BPM from 200 to 240. Due to the already high base tempo, this significantly raises the overall difficulty.
As the level is fundamentally built upon triplet-based swing rhythms, players unfamiliar with triplets may find it particularly challenging. In addition, the increased BPM of 200—significantly faster than in the tutorials—makes this level especially difficult for players who have only just cleared World 7.
During gameplay, the background initially displays a cityscape, followed midway by a transition into a dense forest environment. Neon signs on the buildings flicker on and off in sync with the beat. Upon entering the hexagon path, the camera becomes fixed at a single point for the first time. Later, during sections featuring consecutive patterns from Tutorials 5 and 6, path appearance and disappearance animations are also introduced. The entire path is not visible during progression, which causes confusion during first trial. However, the patterns match those shown in the tutorials exactly, allowing it straightforward once recognized.
In the final section, the camera shifts slightly up and to the right as the player climbs a sloped path. The patterns from Tutorials 7 and 8 appear consecutively toward the end of the level, and losing concentration will likely result in losing track of the beat.
The Speed Trial aim is x1.2, increasing the base BPM from 200 to 240. Due to the already high base tempo, this significantly raises the overall difficulty.
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